public override void Initialize() { inventory = new ItemStorageTop.MaterialInventory(true, false, false, null); itemList.Clear(); Array.ForEach(materialList, delegate(int id) { GuildDonateMaterialSelectDialog guildDonateMaterialSelectDialog = this; ItemInfo itemInfo = new ItemInfo(); itemInfo.tableID = (uint)id; itemInfo.tableData = Singleton <ItemTable> .I.GetItemData(itemInfo.tableID); itemInfo.num = MonoBehaviourSingleton <InventoryManager> .I.GetItemNum((ItemInfo x) => x.tableData.id == id, 1, false); itemList.Add(itemInfo); }); SetLabelText((Enum)UI.LBL_NUMBER_REQUEST, string.Format(StringTable.Get(STRING_CATEGORY.TEXT_SCRIPT, 34u), MonoBehaviourSingleton <GuildManager> .I.guildInfos.donateCap, MonoBehaviourSingleton <GuildManager> .I.guildInfos.donateMaxCap)); SetSupportEncoding(UI.LBL_NUMBER_REQUEST, true); base.Initialize(); }
public override void UpdateUI() { SetDynamicList((Enum)UI.GRD_INVENTORY, "GuildDonateMaterialItem", itemList.Count, false, (Func <int, bool>)((int i) => true), (Func <int, Transform, Transform>) null, (Action <int, Transform, bool>) delegate(int i, Transform t, bool is_recycre) { GuildDonateMaterialSelectDialog guildDonateMaterialSelectDialog = this; SetSprite(t, UI.SPR_RARITY_TEXT_ICON, ItemIcon.ITEM_ICON_ITEM_RARITY_ICON_SPRITE[(int)itemList[i].tableData.rarity]); SetSprite(t, UI.SPR_RARITY, ItemIcon.ITEM_ICON_EQUIP_RARITY_FRAME_SPRITE[(int)itemList[i].tableData.rarity]); SetLabelText(t, UI.LBL_NAME, itemList[i].tableData.name); SetLabelText(t, UI.lbl_item_num, itemList[i].GetNum().ToString()); ResourceLoad.LoadIconTexture(this, RESOURCE_CATEGORY.ICON_ITEM, ResourceName.GetItemIcon(itemList[i].tableData.iconID), null, delegate(Texture tex) { guildDonateMaterialSelectDialog.SetTexture(t, UI.ICON, tex); }); int iconBGID = ItemIcon.GetIconBGID(ITEM_ICON_TYPE.ITEM, itemList[i].tableData.iconID, itemList[i].tableData.rarity); ResourceLoad.LoadIconTexture(this, RESOURCE_CATEGORY.ICON_ITEM, ResourceName.GetItemIcon(iconBGID), null, delegate(Texture tex) { guildDonateMaterialSelectDialog.SetTexture(t, UI.icon_bg, tex); }); SetEvent(t, "CHOSE_MATERIAL", i); }); }